8.1: Weapon Size wrote:Power Limits
Weapon Size also limits the number of Weapons a Creation can operate during a turn. A Creation has enough Power to activate and use as many inches of Weapons and devices as twice its own Size (or its Effective Size, if it's taken Size Damage (7.2: Taking Damage)). The Creation can be loaded with as many extra Weapons as its player is willing to pay for, but on any single turn it can only use a selection of them that fits within this Power limit.

The Power of certain types of Creations are limited even further. Creations flying in the air (rather than in space or with antigravity) have Power limited to their own Size in Weapon Inches (although they may return to the regular Power level of twice their Size while on the ground). Size zero Creations have enough Power for a single Hand Weapon or the equivalent, at most.

I don't think this deserves it's own thread, so...
How do you guys feel about damage type-specific armor? As in armor made from different materials with different properties.

This armor is more dense so it can absorb the broad force of explosions, but can't stop the more precise impact of a bullet. That armor is made of a special flame-resistant polymer, but can't take the same physical abuse that traditional metal armor can. That sort of thing.

Admittedly, it's not a 100% fleshed out idea, since regular armor plates already reduce damage pretty effectively. But I think has the potential to be interesting.

Gungnir wrote:How do you guys feel about damage type-specific armor? As in armor made from different materials with different properties.

This armor is more dense so it can absorb the broad force of explosions, but can't stop the more precise impact of a bullet. That armor is made of a special flame-resistant polymer, but can't take the same physical abuse that traditional metal armor can. That sort of thing.

Take a look at how I did Energy Shields towards the end of the Field Hazards section. Part of the reason I started dividing up damage by die types is so we could do things like this - your flame-resistant armor would just be d4 shielding, your blast-resistant armor is d10 shielding.

The idea I had was to reduce a die of a specific type of damage by one size rather than just removing a die altogether. Perhaps as a trade off, other kinds of damage are increased.
So a unit that is protected against fire damage is effectively immune, but takes 1d8 from bullets and 1d12 from explosions.

My intent was to make it balanced. Not to be realistic. And I'm leaning less towards this being equipment and more towards it being an intrinsic property of a unit. Instead of being made of material A and being covered in material B, units would just be made of material B.

A unit with Perfect Camouflage is completely invisible in a specific type of terrain.
(eg. a unit with Perfect Camouflage: Forest cannot be seen as long as they are in the shade of a tree. While Perfect Camouflage: Desert hides a unit standing on sandy terrain.)

Perfectly camouflaged units cannot be targeted by attacks or abilities.

A camouflaged unit can only be revealed by another unit within one inch of the camouflaged unit.

Furthermore, revealing a camouflaged unit gives him a free attack action against his discoverer.

The trade off is that the unit is extremely obvious in every other type of terrain, granting a +2 skill bonus to any enemy units targeting him.